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User:Biggestsonicfan/Sandbox/Sonic Championship (Rework)/Debug Mode

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This is a sub-page of User:Biggestsonicfan/Sandbox/Sonic Championship (Rework).

The AM2 fighting game engine which began its life with Virtua Fighter 2, evolved into Fighting Vipers, and finally ended with Sonic Championship. Because these three games share the same engine, the debug mode functions between the games are similar and may contain content used in other games, but not this game specifically. Below are all the documented debugging features found within Sonic Championship.

Activation

There are a series of inputs required to activate debug mode. While holding down the service swtich enter the following inputs on the Player 1 side of the controls: RIGHT, RIGHT, PUNCH, LEFT, RIGHT, PUNCH, KICK, RIGHT, RIGHT, UP, PUNCH. There will be no confirmation the code has been entered correctly, but this enables debug functions. To enable the debug menu itself after this code is entered, hold P2's BARRIER button and press P2 START. This will freeze the game and holding P2 START will bring the menu itself up.

Dip Switches

Dip Switch 1 ON with debug mode active Dip Switch 7 ON with debug mode active
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Dip 1 Displayed Information

Debug Mode Functions

Displayed in the upper left corner of the screen. Can be blank.

Currently Loaded Texture Bank

Displayed in the top right corner of the screen.

Item Description
[blank] Nothing is displayed
debug_mode Indicates that gameplay is frozen, and the debug menu is now accessable via P2 START

Unused Text:

Processor and Co-Processor

Displayed in the upper-mid right of the screen. Can be blank.

  • Main Processor Information
Item Description
CTRL_TIMER Row A, Column 2
GAME_TIMER Row B, Column 2
CPU_POWER Row C, Column 2
CPU_WORST Row C, Column 2
CPU_FAIL Row C, Column 2
POLYGON Row C, Column 2
WORKING_RATE Row C, Column 2
  • Graphics Processor
Text Description
POLYGON The number of polygons rendered in the current frame
WORKING_RATE TBD


Game Mode

Displayed in the lower left of the screen

Item Description Examples
Game Mode Name of the mode the game is currently in WARNING_DSP is the warning screen ADV_DSP is the attract/advertise mode SEL_DSP is the character select screen
Game Sub-Mode Name of the mode currently running within in the above mode ADV_FBI_PIC_DSP displays the FBI logo ADV_SEGA_PIC_DSP displays the SEGA logo ADV_MOVIE_DSP displays the attract cutcene

CONTROL_TEST

This is what the Control Test mode looks like Control Test can be used at any time, even during cutscenes
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Control test mode can be activated after the debug mode code has been entered, but before the inputs to activate the debug menu are entered. Control test mode can not be activated while the debug menu is active. That said however, debug mode can be reactivated by holding P2 BARRIER and pressing P2 START while in control test mode.

To enter the control test after the debug code has been entered, press the test switch. The button that normally takes you to the test menu has now put you in control test mode. To exit control test mode, press the test switch again and the game will restart. If you wish to use debugging functions again after this, you must reenter the the debug code inputs.


Navigation

The main menu can be navigated by holding P2 START and P1's UP/DOWN. To access a debug menu's submenu, press P1 START over the option you wish to select. Once in a submenu you no longer need to hold P2 START.

Submenu Navigation

Once in a submenu the conrols to navigate are as follows:

  • P1 Start: Advances the game by a single frame.
  • P1 Up/Down: Navigates the currently selected options vertically.
  • P1 Punch: Moves the currently selected option choice to the left (-1).
  • P1 Kick: Moves the currently selected option choice to the right (+1).
  • P1 Barrier: When held and used with P1 Punch or P1 Kick, it rapidly moves the options left or right (-/+).
  • P2 Start: Brings up the main debug menu. Multiple submenus can be brought up on the screen using this.
  • P2 Punch: When held and used with the P1 Joystick, it can be used to move the currently active submenu around the screen.
  • P2 Kick: This results of this button vary depending on the submenu you are currently in.
  • P2 Barrier: Exits the submenu. If multiple submenus are open, it exits the topmost submenu.

If a submenu has specific controls, they will be noted in the submenu sections below.

EXIT

Does what it says on the tin. Exits the debug menu.

Note: When you exit the debug menu, you can try to reaccess the debug menu by holding P2's BARRIER button and pressing P2 START, however, you will not be able to use any sub menus in the debug menu until the next power-off/power-on of the game. A reboot via the test menu, the control test, or an emulator soft/hard reboot will not fix this. This is most likely because the pointer for which sub menu to enter (in this case EXIT) is stuck without being reset each time the debug menu is activated. So any submenu you select will result in exiting the debug menu.

ROB0_INFO/ROB1_INFO

The ROB0_INFO and ROB1_INFO shows information regarding Player 1 and Player 2's data respectively.

Menu Item Description Affect on the Game
Row A, Column 1 Row A, Column 2 Row A, Column 3
Row B, Column 1 Row B, Column 2 Row B, Column 3
Row C, Column 1 Row C, Column 2 Row C, Column 3

CPU_TIME

EN_COMMAND

GAME_PARA

DOWN_EFC_SPD

PARAMETER_SET

ROB0_PARAMETER/ROB1_PARAMETER

DEBUG_UNIT0/DEBUG_UNIT1

COLI BALL0 R/COLI BALL1 R

COLI POS0/ COLI POS1

COPRO RAM HEX

COPRO RAM FLO

CELL DISP

PARTS0_INFO\PARTS1_INFO

CAMERA

CAMERA_INFO

POLYGON_TEST

PARTS TEST

COLOR TEST

OBJECT TEST

SCROLL TEST 2

BGM TEST

BREAK POINT

COIN SETTING

OSAGE|

SKY EYE

MATERIAL

PUNCH

DEBUG|

Unrefrenced Debug Functions

  • Alternate ROB0_INFO
  • Alternate COIN SETTING
  • SCALE INFO
  • Alternate BGM TEST
  • Alternate OBJECT TEST
  • Alternate POLYGON TEST
  • Unknown Parameter Check